Throne of the Goat


Adventure Briefing


Rimpsmeat & the Gobble Goat are fey creatures tied to Nobbletot, a late summer festival celebrating discipline and mischief. A powerful mage of the Odelian Order has found a way to strike at Rimpsmeat’s home, hidden in the Otherwyld.   To the Characters. Soulpyre Fizzlesticks, “The Feybreaker,” wizard of the Odelian Order and gnomish scholar of the supernatural, gathers you on this children’s holiday. He explains that Rimpsmeat, the fey trickster of Nobbletot, is real and can be confronted. Using a snow globe as a portal, he urges you to strike at the heart of the Otherwyld and end Rimpsmeat’s games for the year, promising a hefty reward.   “This is a rare chance,” he says, holding the snow globe. “If left unchecked, their influence will only grow. Enter the glade, and put a stop to them. Please.”
Level Range: 8-9
Tags: Boss Fight, Fey, Gauntlet   Connectionss: Nobbletot, The Otherwyld, Soulpyre Fizzlesticks
Monsters: Rimpsmeat and the Gobble Goat, Mammoth, Young Remorhaz   Download PDF: Ko-fi, DriveThru RPG


The Lair


The glade is confined to a 60 ft. ceiling from the highest point. The edges of the space appear as swirling snow and act as an impassable barrier. Within this surreal environment, Rimpsmeat’s influence warps reality, creating hazards and summoning endless goats. His cabin looms across a narrow bridge over a 60 ft. deep ravine. It is the center of his domain.  
Read Aloud. You arrive surrounded by swirling snow. A narrow stone bridge spans a deep ravine, leading to a crooked cabin with faint smoke rising from its chimney. Goats wander, leaving hoof prints on the snowy ground.
  Endless Goats. The ground is difficult terrain due to swarming goats. At the start of a creature’s turn, if it is on the ground, it takes 1d6 bludgeoning damage from goat bites.  
    DC 13 Animal Handling. At the start of a creature’s turn, if it makes a successful Wisdom (Animal Handling) check, it may move normally and take no bite damage.
  Lair Actions
Rimpsmeat can use the following lair actions on initiative count 20 (losing ties), even if he has not yet entered the initiative order. Only one lair action can be used per round.   Dimensional Twist. If a creature attempts to teleport, it must roll 1d8 to determine the direction and 3d10 ft. for distance.   Freezing Wind. Rimpsmeat’s enemies lose their reactions until the start of the next lair action. If flying, succeed on a DC 15 Strength saving throw or fall and be knocked prone.   Sweet Treats. Each character loses one item as it is consumed by the goats. The item is permanently lost.


Running the Combat


The combat unfolds in waves as the characters move toward the cabin. It ends when either the characters or Rimpsmeat & the Gobble Goat are defeated, breaking the hold on the glade.   Wave Triggers. The next wave begins either 1 round after the previous wave is defeated or when characters advance too far.   Lair Actions. Rimpsmeat uses lair actions from the start.   Positioning. The mammoth appears above. The remorhaz emerge below. Rimpsmeat & the Gobble Goat in the cabin.


Wave One: Goat Mammoth


Over the first two rounds, as characters get used to the environment, the Endless Goats begin to merge, fusing into a towering goat mammoth. As the transformation completes, an unnatural ice storm sweeps across the battlefield. The Endless Goats lair feature is not active during this wave.  
Read Aloud. The snow swirls violently, turning to ice. Goats begin to bleat and swarm around you, merging into a single shaggy, lumbering mammoth made entirely of writhing limbs. It bellows with a guttural bleat, charging forward in the storm.
  Weather Effect: Extreme Icestorm. For the first 3 rounds an intense icestorm buffets the area. Sight is limited to 10 ft. Each creature must make a DC 13 Dexterity saving throw at the start of their turn. On a failure, they take 3d6 slashing damage.  
    Mephit Spawn. If a creature fails the save, an ice mephit spawns from their blood in a space adjacent to them.
  Encounter. 1x mammoth (w/Split) and ice mephits (varying)   Reaction: Split. When the mammoth takes slashing damage and has at least 10 hit points, it can split into two Medium sized mammoths. Each new form moves and attacks independently. The new mammoths have hit points equal to half the original creature’s, rounded down, and retain all of its abilities.


Wave Two: Skinner & Git


Skinner and Git are Rimpsmeat’s ovens. He leaves them out at night. This wave begins early if the characters cross too far onto the bridge or fall into the ravine. The remorhaz emerge from near the base of the bridge, where the snow melts into steam.  
    DC 13 Nature. Understand what the creatures are and their age from the way they interact with the snow and their movement.
Encounter. 2x young remorhaz with the following traits:  
  • Climb speed of 30 ft.
  • Living Oven. If the remorhaz takes slashing damage, there is a 50 percent chance that an item spills from inside. See table.
Tactics. While in snow, they burrow. While near the bridge, they cling to the underside and strike without exposing themselves fully. They follow fleeing or falling characters into the ravine.


Wave Three: Rimpsmeat & the Gobble Goat


This wave begins once the remorhazes are defeated or a character tries to enter the cabin. The crooked building creaks and warps as Rimpsmeat emerges from inside, riding high on the Gobble Goat. The encounter takes place across the lower rock shelf, with the ravine and bridge behind the characters.  
Read Aloud. The cabin door opens, and a yellow suited, red skinned gremlin exits gripping a silvered pitchfork. He rides on the back of a jumbo sized goat. The pair stomp into view, bearing twisty toothy grins, the bulk quaking the ground.
  Encounter: Rimpsmeat & the Gobble Goat. The Gobble Goat charges in to draw attention while Rimpsmeat uses Bad Kids. If a character enters the cabin, Rimpsmeat follows. Inside the cabin is an apparatus of the crab, available for use if a character succeeds on an Investigation check. Anyone who fails to enter the crab, Rimpsmeat targets with a feeblemind spell, DC 16 Intelligence save. The apparatus can break out of the cabin.
 

Reference Page


 

Rewards


Soulpyre. Worldstone trident   Retain Memory. You are blessed with the ability to retain memories of your journeys in the Otherwyld.


Throne of the Goat


Wondrous, rare (requires attunement)   This enchanted recliner is imbued with magic to ensure unparalleled comfort and effortless style. While attuned: Regain the maximum possible result for each Hit Die spent during a short rest in the throne. The throne can be summoned with a command word, materializing in any unoccupied space within 10 feet. While seated you have advantage on Charisma checks.


Worldstone Trident


Weapon (any), rare   Crafted from the rare Otherwyld metal known as Worldstone, these weapons feature a striking chromatic sheen that fluctuates between purple and green. Common in the Otherwyld but a rarity in Dromaria, Worldstone is used for its ability to absorb and manipulate elemental energies, a skill meticulously honed by Otherwyld gnomes.   This weapon grants you a +2 bonus to attack and damage rolls.   Worldstone possesses a reactive property to elemental forces. When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to lessen the impact, gaining resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the effect ends.


GM Advice


This is a boss fight. Make sure the players know it. The encounter is built for high-pressure combat. Because it takes place in the snow globe, characters are aware of the setting and that the snow-slick battlefield favors movement over control.   The Endless Goats feature is a core part of the lair. Use it to split attention and punish static play. Each wave builds tension. By the time Rimpsmeat appears, the group should feel on edge.   How this adventure appears is flexible. Instead of working with Soulpyre, you may have Rimpsmeat drag the characters here as revenge for interfering in a past year’s holiday. Either setup works, one as assault, the other as retribution.   Characters can learn about Rimpsmeat through research or past encounters. If they’ve faced him before, they know his tricks.


Remorhaz Table


1d10 Stomach Contents
1 A pony’s undigested head.
2 Full pot worth of chili.
3 Perfectly cooked rotisserie chicken.
4 A gnome that melts into a puddle of muck.
5 Magma mephit who wants to remain inside.
6 A mysterious unbroken egg.
7 Damaged spellbook with two spells remaining: continual flame and symbol.
8 1d4 gray ooze.
9 Fire opal.
10 Flame tongue (shortsword).
Rimpsmeat and the Gobble Goat Roll Initiative
Large Otherwylder, Lawful Evil
Armor Class 18 (Natural Armor)
Hit Points 273 (22d10 + 110)
Speed 60 ft., fly 30 ft. (see below)

STR
DEX
CON
INT
WIS
CHA
22
(+6)
18
(+4)
20
(+5)
5
(-3)
16
(+3)
14
(+2)

Saving Throws CHA +7, CON +10
Skills Perception +8, Stealth +9
Damage Immunities Silvered Weapons
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Vulnerability Acid
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 18
Languages Common, Sylvan
Proficiency Bonus +5 Challenge 16
Dual Form. Rimpsmeat and the Gobble Goat are considered a single creature capable of occupying two locations. They roll initiative twice and occupy two places in the turn order. On their turns they take actions as normal. Bad Kids and Human Scream can only be used once each per round of initiative.   Immutable Form. Rimpsmeat and the Gobble Goat are immune to any spell or effect that would alter their form.   Bad Belly. If a creature fails three death saving throws while in the stomach of the Gobble Goat, they are regurgitated under the effects of a True Polymorph spell, turning them into a goat.   Sure-Footed. Rimpsmeat and the Gobble Goat have advantage on Strength and Dexterity saving throws made against effects that would knock them prone.   Weird Flying. The Gobble Goat has no visible means of flying and can only do so for brief periods before needing to stop. The goat can fly for 10 minutes before needing to rest and eat.   Actions
Multiattack. Rimpsmeat may make three Silvered Pitchfork attacks or uses Bad Kids. The Gobble Goat may make a Ram Attack and attempt to Swallow a prone creature, or use Human Scream. Bad Kids and Human Scream may only be used once each, every round.   Bad Kids. (Rimpsmeat) Rimpsmeat casts True Polymorph at a range of 60 feet, without need for concentration. The target must make a DC 16 Wisdom saving throw. Upon a failure they are turned into a goat.

  Silvered Pitchfork. (Rimpsmeat) Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage, or 9 ( 1d8+4 ) piercing damage with two hands, plus 9 ( 2d8 ) psychic damage. If the target is a fey, goblinoid, or gnomish creature they must make a DC 16 Constitution saving throw, on a failure they are incapacitated until the end of their next turn.   Human Scream. (Gobble Goat) The Gobble Goat releases a confusing bray of noise, mimicking the sound of a terrified person. All other creatures must make a DC 16 Constitution saving throw. On a failure they take 21 ( 6d6 ) psychic damage and are frightened of the Gobble Goat for 1 minute. On a success the creature takes 10 ( 3d6 ) psychic damage and is immune to the frighten effect for the next 24 hours. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the frightened effect ends.   Ram Attack. (Gobble Goat) Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 ( 1d10+4 ). If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.   Swallow. (Gobble Goat) If a target is prone, and is a medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the Gobble Goat. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the goat, and it takes 21 ( 6d6 ) bludgeoning damage at the start of each of the goat’s turns.   If the Gobble Goat takes 30 damage or more on a single turn from a creature inside it, the goat must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the goat. If the goat dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.   Bonus Actions
Charm Goat. As a bonus action Rimpsmeat casts Charm Monster (DC 16 Wisdom) on any goats they can see.   Never Apart. As a bonus action Rimpsmeat appears on the back of the Gobble Goat. This ability cannot be prevented by magical means.


 

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